import arrayFill from './arrayFill.js';
import BoundingSphere from './BoundingSphere.js';
import Cartesian2 from './Cartesian2.js';
import Cartesian3 from './Cartesian3.js';
import Cartographic from './Cartographic.js';
import Check from './Check.js';
import ComponentDatatype from './ComponentDatatype.js';
import defaultValue from './defaultValue.js';
import defined from './defined.js';
import defineProperties from './defineProperties.js';
import DeveloperError from './DeveloperError.js';
import Ellipsoid from './Ellipsoid.js';
import Geometry from './Geometry.js';
import GeometryAttribute from './GeometryAttribute.js';
import GeometryAttributes from './GeometryAttributes.js';
import GeometryInstance from './GeometryInstance.js';
import GeometryOffsetAttribute from './GeometryOffsetAttribute.js';
import GeometryPipeline from './GeometryPipeline.js';
import IndexDatatype from './IndexDatatype.js';
import CesiumMath from './Math.js';
import Matrix2 from './Matrix2.js';
import Matrix3 from './Matrix3.js';
import PolygonPipeline from './PolygonPipeline.js';
import PrimitiveType from './PrimitiveType.js';
import Quaternion from './Quaternion.js';
import Rectangle from './Rectangle.js';
import RectangleGeometryLibrary from './RectangleGeometryLibrary.js';
import VertexFormat from './VertexFormat.js';

    var positionScratch = new Cartesian3();
    var normalScratch = new Cartesian3();
    var tangentScratch = new Cartesian3();
    var bitangentScratch = new Cartesian3();
    var rectangleScratch = new Rectangle();
    var stScratch = new Cartesian2();
    var bottomBoundingSphere = new BoundingSphere();
    var topBoundingSphere = new BoundingSphere();

    function createAttributes(vertexFormat, attributes) {
        var geo = new Geometry({
            attributes : new GeometryAttributes(),
            primitiveType : PrimitiveType.TRIANGLES
        });

        geo.attributes.position = new GeometryAttribute({
            componentDatatype : ComponentDatatype.DOUBLE,
            componentsPerAttribute : 3,
            values : attributes.positions
        });
        if (vertexFormat.normal) {
            geo.attributes.normal = new GeometryAttribute({
                componentDatatype : ComponentDatatype.FLOAT,
                componentsPerAttribute : 3,
                values : attributes.normals
            });
        }
        if (vertexFormat.tangent) {
            geo.attributes.tangent = new GeometryAttribute({
                componentDatatype : ComponentDatatype.FLOAT,
                componentsPerAttribute : 3,
                values : attributes.tangents
            });
        }
        if (vertexFormat.bitangent) {
            geo.attributes.bitangent = new GeometryAttribute({
                componentDatatype : ComponentDatatype.FLOAT,
                componentsPerAttribute : 3,
                values : attributes.bitangents
            });
        }
        return geo;
    }

    function calculateAttributes(positions, vertexFormat, ellipsoid, tangentRotationMatrix) {
        var length = positions.length;

        var normals = (vertexFormat.normal) ? new Float32Array(length) : undefined;
        var tangents = (vertexFormat.tangent) ? new Float32Array(length) : undefined;
        var bitangents = (vertexFormat.bitangent) ? new Float32Array(length) : undefined;

        var attrIndex = 0;
        var bitangent = bitangentScratch;
        var tangent = tangentScratch;
        var normal = normalScratch;
        if (vertexFormat.normal || vertexFormat.tangent || vertexFormat.bitangent) {
            for (var i = 0; i < length; i += 3) {
                var p = Cartesian3.fromArray(positions, i, positionScratch);
                var attrIndex1 = attrIndex + 1;
                var attrIndex2 = attrIndex + 2;

                normal = ellipsoid.geodeticSurfaceNormal(p, normal);
                if (vertexFormat.tangent || vertexFormat.bitangent) {
                    Cartesian3.cross(Cartesian3.UNIT_Z, normal, tangent);
                    Matrix3.multiplyByVector(tangentRotationMatrix, tangent, tangent);
                    Cartesian3.normalize(tangent, tangent);

                    if (vertexFormat.bitangent) {
                        Cartesian3.normalize(Cartesian3.cross(normal, tangent, bitangent), bitangent);
                    }
                }

                if (vertexFormat.normal) {
                    normals[attrIndex] = normal.x;
                    normals[attrIndex1] = normal.y;
                    normals[attrIndex2] = normal.z;
                }
                if (vertexFormat.tangent) {
                    tangents[attrIndex] = tangent.x;
                    tangents[attrIndex1] = tangent.y;
                    tangents[attrIndex2] = tangent.z;
                }
                if (vertexFormat.bitangent) {
                    bitangents[attrIndex] = bitangent.x;
                    bitangents[attrIndex1] = bitangent.y;
                    bitangents[attrIndex2] = bitangent.z;
                }
                attrIndex += 3;
            }
        }
        return createAttributes(vertexFormat, {
            positions : positions,
            normals : normals,
            tangents : tangents,
            bitangents : bitangents
        });
    }

    var v1Scratch = new Cartesian3();
    var v2Scratch = new Cartesian3();

    function calculateAttributesWall(positions, vertexFormat, ellipsoid) {
        var length = positions.length;

        var normals = (vertexFormat.normal) ? new Float32Array(length) : undefined;
        var tangents = (vertexFormat.tangent) ? new Float32Array(length) : undefined;
        var bitangents = (vertexFormat.bitangent) ? new Float32Array(length) : undefined;

        var normalIndex = 0;
        var tangentIndex = 0;
        var bitangentIndex = 0;
        var recomputeNormal = true;

        var bitangent = bitangentScratch;
        var tangent = tangentScratch;
        var normal = normalScratch;
        if (vertexFormat.normal || vertexFormat.tangent || vertexFormat.bitangent) {
            for (var i = 0; i < length; i += 6) {
                var p = Cartesian3.fromArray(positions, i, positionScratch);
                var p1 = Cartesian3.fromArray(positions, (i + 6) % length, v1Scratch);
                if (recomputeNormal) {
                    var p2 = Cartesian3.fromArray(positions, (i + 3) % length, v2Scratch);
                    Cartesian3.subtract(p1, p, p1);
                    Cartesian3.subtract(p2, p, p2);
                    normal = Cartesian3.normalize(Cartesian3.cross(p2, p1, normal), normal);
                    recomputeNormal = false;
                }

                if (Cartesian3.equalsEpsilon(p1, p, CesiumMath.EPSILON10)) { // if we've reached a corner
                    recomputeNormal = true;
                }

                if (vertexFormat.tangent || vertexFormat.bitangent) {
                    bitangent = ellipsoid.geodeticSurfaceNormal(p, bitangent);
                    if (vertexFormat.tangent) {
                        tangent = Cartesian3.normalize(Cartesian3.cross(bitangent, normal, tangent), tangent);
                    }
                }

                if (vertexFormat.normal) {
                    normals[normalIndex++] = normal.x;
                    normals[normalIndex++] = normal.y;
                    normals[normalIndex++] = normal.z;
                    normals[normalIndex++] = normal.x;
                    normals[normalIndex++] = normal.y;
                    normals[normalIndex++] = normal.z;
                }

                if (vertexFormat.tangent) {
                    tangents[tangentIndex++] = tangent.x;
                    tangents[tangentIndex++] = tangent.y;
                    tangents[tangentIndex++] = tangent.z;
                    tangents[tangentIndex++] = tangent.x;
                    tangents[tangentIndex++] = tangent.y;
                    tangents[tangentIndex++] = tangent.z;
                }

                if (vertexFormat.bitangent) {
                    bitangents[bitangentIndex++] = bitangent.x;
                    bitangents[bitangentIndex++] = bitangent.y;
                    bitangents[bitangentIndex++] = bitangent.z;
                    bitangents[bitangentIndex++] = bitangent.x;
                    bitangents[bitangentIndex++] = bitangent.y;
                    bitangents[bitangentIndex++] = bitangent.z;
                }
            }
        }

        return createAttributes(vertexFormat, {
            positions : positions,
            normals : normals,
            tangents : tangents,
            bitangents : bitangents
        });
    }

    function constructRectangle(rectangleGeometry, computedOptions) {
        var vertexFormat = rectangleGeometry._vertexFormat;
        var ellipsoid = rectangleGeometry._ellipsoid;
        var height = computedOptions.height;
        var width = computedOptions.width;
        var northCap = computedOptions.northCap;
        var southCap = computedOptions.southCap;

        var rowStart = 0;
        var rowEnd = height;
        var rowHeight = height;
        var size = 0;
        if (northCap) {
            rowStart = 1;
            rowHeight -= 1;
            size += 1;
        }
        if (southCap) {
            rowEnd -= 1;
            rowHeight -= 1;
            size += 1;
        }
        size += (width * rowHeight);

        var positions = (vertexFormat.position) ? new Float64Array(size * 3) : undefined;
        var textureCoordinates = (vertexFormat.st) ? new Float32Array(size * 2) : undefined;

        var posIndex = 0;
        var stIndex = 0;

        var position = positionScratch;
        var st = stScratch;

        var minX = Number.MAX_VALUE;
        var minY = Number.MAX_VALUE;
        var maxX = -Number.MAX_VALUE;
        var maxY = -Number.MAX_VALUE;

        for (var row = rowStart; row < rowEnd; ++row) {
            for (var col = 0; col < width; ++col) {
                RectangleGeometryLibrary.computePosition(computedOptions, ellipsoid, vertexFormat.st, row, col, position, st);

                positions[posIndex++] = position.x;
                positions[posIndex++] = position.y;
                positions[posIndex++] = position.z;

                if (vertexFormat.st) {
                    textureCoordinates[stIndex++] = st.x;
                    textureCoordinates[stIndex++] = st.y;

                    minX = Math.min(minX, st.x);
                    minY = Math.min(minY, st.y);
                    maxX = Math.max(maxX, st.x);
                    maxY = Math.max(maxY, st.y);
                }
            }
        }
        if (northCap) {
            RectangleGeometryLibrary.computePosition(computedOptions, ellipsoid, vertexFormat.st, 0, 0, position, st);

            positions[posIndex++] = position.x;
            positions[posIndex++] = position.y;
            positions[posIndex++] = position.z;

            if (vertexFormat.st) {
                textureCoordinates[stIndex++] = st.x;
                textureCoordinates[stIndex++] = st.y;

                minX = st.x;
                minY = st.y;
                maxX = st.x;
                maxY = st.y;
            }
        }
        if (southCap) {
            RectangleGeometryLibrary.computePosition(computedOptions, ellipsoid, vertexFormat.st, height - 1, 0, position, st);

            positions[posIndex++] = position.x;
            positions[posIndex++] = position.y;
            positions[posIndex] = position.z;

            if (vertexFormat.st) {
                textureCoordinates[stIndex++] = st.x;
                textureCoordinates[stIndex] = st.y;

                minX = Math.min(minX, st.x);
                minY = Math.min(minY, st.y);
                maxX = Math.max(maxX, st.x);
                maxY = Math.max(maxY, st.y);
            }
        }

        if (vertexFormat.st && (minX < 0.0 || minY < 0.0 || maxX > 1.0 || maxY > 1.0)) {
            for (var k = 0; k < textureCoordinates.length; k += 2) {
                textureCoordinates[k] = (textureCoordinates[k] - minX) / (maxX - minX);
                textureCoordinates[k + 1] = (textureCoordinates[k + 1] - minY) / (maxY - minY);
            }
        }

        var geo = calculateAttributes(positions, vertexFormat, ellipsoid, computedOptions.tangentRotationMatrix);

        var indicesSize = 6 * (width - 1) * (rowHeight - 1);
        if (northCap) {
            indicesSize += 3 * (width - 1);
        }
        if (southCap) {
            indicesSize += 3 * (width - 1);
        }
        var indices = IndexDatatype.createTypedArray(size, indicesSize);
        var index = 0;
        var indicesIndex = 0;
        var i;
        for (i = 0; i < rowHeight - 1; ++i) {
            for (var j = 0; j < width - 1; ++j) {
                var upperLeft = index;
                var lowerLeft = upperLeft + width;
                var lowerRight = lowerLeft + 1;
                var upperRight = upperLeft + 1;
                indices[indicesIndex++] = upperLeft;
                indices[indicesIndex++] = lowerLeft;
                indices[indicesIndex++] = upperRight;
                indices[indicesIndex++] = upperRight;
                indices[indicesIndex++] = lowerLeft;
                indices[indicesIndex++] = lowerRight;
                ++index;
            }
            ++index;
        }
        if (northCap || southCap) {
            var northIndex = size - 1;
            var southIndex = size - 1;
            if (northCap && southCap) {
                northIndex = size - 2;
            }

            var p1;
            var p2;
            index = 0;

            if (northCap) {
                for (i = 0; i < width - 1; i++) {
                    p1 = index;
                    p2 = p1 + 1;
                    indices[indicesIndex++] = northIndex;
                    indices[indicesIndex++] = p1;
                    indices[indicesIndex++] = p2;
                    ++index;
                }
            }
            if (southCap) {
                index = (rowHeight - 1) * (width);
                for (i = 0; i < width - 1; i++) {
                    p1 = index;
                    p2 = p1 + 1;
                    indices[indicesIndex++] = p1;
                    indices[indicesIndex++] = southIndex;
                    indices[indicesIndex++] = p2;
                    ++index;
                }
            }
        }

        geo.indices = indices;
        if (vertexFormat.st) {
            geo.attributes.st = new GeometryAttribute({
                componentDatatype : ComponentDatatype.FLOAT,
                componentsPerAttribute : 2,
                values : textureCoordinates
            });
        }

        return geo;
    }

    function addWallPositions(wallPositions, posIndex, i, topPositions, bottomPositions) {
        wallPositions[posIndex++] = topPositions[i];
        wallPositions[posIndex++] = topPositions[i + 1];
        wallPositions[posIndex++] = topPositions[i + 2];
        wallPositions[posIndex++] = bottomPositions[i];
        wallPositions[posIndex++] = bottomPositions[i + 1];
        wallPositions[posIndex] = bottomPositions[i + 2];
        return wallPositions;
    }

    function addWallTextureCoordinates(wallTextures, stIndex, i, st) {
        wallTextures[stIndex++] = st[i];
        wallTextures[stIndex++] = st[i + 1];
        wallTextures[stIndex++] = st[i];
        wallTextures[stIndex] = st[i + 1];
        return wallTextures;
    }

    var scratchVertexFormat = new VertexFormat();

    function constructExtrudedRectangle(rectangleGeometry, computedOptions) {
        var shadowVolume = rectangleGeometry._shadowVolume;
        var offsetAttributeValue = rectangleGeometry._offsetAttribute;
        var vertexFormat = rectangleGeometry._vertexFormat;
        var minHeight = rectangleGeometry._extrudedHeight;
        var maxHeight = rectangleGeometry._surfaceHeight;
        var ellipsoid = rectangleGeometry._ellipsoid;

        var height = computedOptions.height;
        var width = computedOptions.width;

        var i;

        if (shadowVolume) {
            var newVertexFormat = VertexFormat.clone(vertexFormat, scratchVertexFormat);
            newVertexFormat.normal = true;
            rectangleGeometry._vertexFormat = newVertexFormat;
        }

        var topBottomGeo = constructRectangle(rectangleGeometry, computedOptions);

        if (shadowVolume) {
            rectangleGeometry._vertexFormat = vertexFormat;
        }

        var topPositions = PolygonPipeline.scaleToGeodeticHeight(topBottomGeo.attributes.position.values, maxHeight, ellipsoid, false);
        topPositions = new Float64Array(topPositions);
        var length = topPositions.length;
        var newLength = length * 2;
        var positions = new Float64Array(newLength);
        positions.set(topPositions);
        var bottomPositions = PolygonPipeline.scaleToGeodeticHeight(topBottomGeo.attributes.position.values, minHeight, ellipsoid);
        positions.set(bottomPositions, length);
        topBottomGeo.attributes.position.values = positions;

        var normals = (vertexFormat.normal) ? new Float32Array(newLength) : undefined;
        var tangents = (vertexFormat.tangent) ? new Float32Array(newLength) : undefined;
        var bitangents = (vertexFormat.bitangent) ? new Float32Array(newLength) : undefined;
        var textures = (vertexFormat.st) ? new Float32Array(newLength / 3 * 2) : undefined;
        var topSt;
        var topNormals;
        if (vertexFormat.normal) {
            topNormals = topBottomGeo.attributes.normal.values;
            normals.set(topNormals);
            for (i = 0; i < length; i++) {
                topNormals[i] = -topNormals[i];
            }
            normals.set(topNormals, length);
            topBottomGeo.attributes.normal.values = normals;
        }
        if (shadowVolume) {
            topNormals = topBottomGeo.attributes.normal.values;
            if (!vertexFormat.normal) {
                topBottomGeo.attributes.normal = undefined;
            }
            var extrudeNormals = new Float32Array(newLength);
            for (i = 0; i < length; i++) {
                topNormals[i] = -topNormals[i];
            }
            extrudeNormals.set(topNormals, length); //only get normals for bottom layer that's going to be pushed down
            topBottomGeo.attributes.extrudeDirection = new GeometryAttribute({
                componentDatatype : ComponentDatatype.FLOAT,
                componentsPerAttribute : 3,
                values : extrudeNormals
            });
        }

        var offsetValue;
        var hasOffsets = defined(offsetAttributeValue);
        if (hasOffsets) {
            var size = length / 3 * 2;
            var offsetAttribute = new Uint8Array(size);
            if (offsetAttributeValue === GeometryOffsetAttribute.TOP) {
                offsetAttribute = arrayFill(offsetAttribute, 1, 0, size / 2);
            } else {
                offsetValue = offsetAttributeValue === GeometryOffsetAttribute.NONE ? 0 : 1;
                offsetAttribute = arrayFill(offsetAttribute, offsetValue);
            }

            topBottomGeo.attributes.applyOffset = new GeometryAttribute({
                componentDatatype : ComponentDatatype.UNSIGNED_BYTE,
                componentsPerAttribute : 1,
                values : offsetAttribute
            });
        }

        if (vertexFormat.tangent) {
            var topTangents = topBottomGeo.attributes.tangent.values;
            tangents.set(topTangents);
            for (i = 0; i < length; i++) {
                topTangents[i] = -topTangents[i];
            }
            tangents.set(topTangents, length);
            topBottomGeo.attributes.tangent.values = tangents;
        }
        if (vertexFormat.bitangent) {
            var topBitangents = topBottomGeo.attributes.bitangent.values;
            bitangents.set(topBitangents);
            bitangents.set(topBitangents, length);
            topBottomGeo.attributes.bitangent.values = bitangents;
        }
        if (vertexFormat.st) {
            topSt = topBottomGeo.attributes.st.values;
            textures.set(topSt);
            textures.set(topSt, length / 3 * 2);
            topBottomGeo.attributes.st.values = textures;
        }

        var indices = topBottomGeo.indices;
        var indicesLength = indices.length;
        var posLength = length / 3;
        var newIndices = IndexDatatype.createTypedArray(newLength / 3, indicesLength * 2);
        newIndices.set(indices);
        for (i = 0; i < indicesLength; i += 3) {
            newIndices[i + indicesLength] = indices[i + 2] + posLength;
            newIndices[i + 1 + indicesLength] = indices[i + 1] + posLength;
            newIndices[i + 2 + indicesLength] = indices[i] + posLength;
        }
        topBottomGeo.indices = newIndices;

        var northCap = computedOptions.northCap;
        var southCap = computedOptions.southCap;

        var rowHeight = height;
        var widthMultiplier = 2;
        var perimeterPositions = 0;
        var corners = 4;
        var dupliateCorners = 4;
        if (northCap) {
            widthMultiplier -= 1;
            rowHeight -= 1;
            perimeterPositions += 1;
            corners -= 2;
            dupliateCorners -= 1;
        }
        if (southCap) {
            widthMultiplier -= 1;
            rowHeight -= 1;
            perimeterPositions += 1;
            corners -= 2;
            dupliateCorners -= 1;
        }
        perimeterPositions += (widthMultiplier * width + 2 * rowHeight - corners);

        var wallCount = (perimeterPositions + dupliateCorners) * 2;

        var wallPositions = new Float64Array(wallCount * 3);
        var wallExtrudeNormals = shadowVolume ? new Float32Array(wallCount * 3) : undefined;
        var wallOffsetAttribute = hasOffsets ? new Uint8Array(wallCount) : undefined;
        var wallTextures = (vertexFormat.st) ? new Float32Array(wallCount * 2) : undefined;

        var computeTopOffsets = offsetAttributeValue === GeometryOffsetAttribute.TOP;
        if (hasOffsets && !computeTopOffsets) {
            offsetValue = offsetAttributeValue === GeometryOffsetAttribute.ALL ? 1 : 0;
            wallOffsetAttribute = arrayFill(wallOffsetAttribute, offsetValue);
        }

        var posIndex = 0;
        var stIndex = 0;
        var extrudeNormalIndex = 0;
        var wallOffsetIndex = 0;
        var area = width * rowHeight;
        var threeI;
        for (i = 0; i < area; i += width) {
            threeI = i * 3;
            wallPositions = addWallPositions(wallPositions, posIndex, threeI, topPositions, bottomPositions);
            posIndex += 6;
            if (vertexFormat.st) {
                wallTextures = addWallTextureCoordinates(wallTextures, stIndex, i * 2, topSt);
                stIndex += 4;
            }
            if (shadowVolume) {
                extrudeNormalIndex += 3;
                wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI];
                wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1];
                wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2];
            }
            if (computeTopOffsets) {
                wallOffsetAttribute[wallOffsetIndex++] = 1;
                wallOffsetIndex += 1;
            }
        }

        if (!southCap) {
            for (i = area - width; i < area; i++) {
                threeI = i * 3;
                wallPositions = addWallPositions(wallPositions, posIndex, threeI, topPositions, bottomPositions);
                posIndex += 6;
                if (vertexFormat.st) {
                    wallTextures = addWallTextureCoordinates(wallTextures, stIndex, i * 2, topSt);
                    stIndex += 4;
                }
                if (shadowVolume) {
                    extrudeNormalIndex += 3;
                    wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI];
                    wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1];
                    wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2];
                }
                if (computeTopOffsets) {
                    wallOffsetAttribute[wallOffsetIndex++] = 1;
                    wallOffsetIndex += 1;
                }
            }
        } else {
            var southIndex = northCap ? area + 1 : area;
            threeI = southIndex * 3;

            for (i = 0; i < 2; i++) { // duplicate corner points
                wallPositions = addWallPositions(wallPositions, posIndex, threeI, topPositions, bottomPositions);
                posIndex += 6;
                if (vertexFormat.st) {
                    wallTextures = addWallTextureCoordinates(wallTextures, stIndex, southIndex * 2, topSt);
                    stIndex += 4;
                }
                if (shadowVolume) {
                    extrudeNormalIndex += 3;
                    wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI];
                    wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1];
                    wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2];
                }
                if (computeTopOffsets) {
                    wallOffsetAttribute[wallOffsetIndex++] = 1;
                    wallOffsetIndex += 1;
                }
            }
        }

        for (i = area - 1; i > 0; i -= width) {
            threeI = i * 3;
            wallPositions = addWallPositions(wallPositions, posIndex, threeI, topPositions, bottomPositions);
            posIndex += 6;
            if (vertexFormat.st) {
                wallTextures = addWallTextureCoordinates(wallTextures, stIndex, i * 2, topSt);
                stIndex += 4;
            }
            if (shadowVolume) {
                extrudeNormalIndex += 3;
                wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI];
                wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1];
                wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2];
            }
            if (computeTopOffsets) {
                wallOffsetAttribute[wallOffsetIndex++] = 1;
                wallOffsetIndex += 1;
            }

        }

        if (!northCap) {
            for (i = width - 1; i >= 0; i--) {
                threeI = i * 3;
                wallPositions = addWallPositions(wallPositions, posIndex, threeI, topPositions, bottomPositions);
                posIndex += 6;
                if (vertexFormat.st) {
                    wallTextures = addWallTextureCoordinates(wallTextures, stIndex, i * 2, topSt);
                    stIndex += 4;
                }
                if (shadowVolume) {
                    extrudeNormalIndex += 3;
                    wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI];
                    wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1];
                    wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2];
                }
                if (computeTopOffsets) {
                    wallOffsetAttribute[wallOffsetIndex++] = 1;
                    wallOffsetIndex += 1;
                }
            }
        } else {
            var northIndex = area;
            threeI = northIndex * 3;

            for (i = 0; i < 2; i++) { // duplicate corner points
                wallPositions = addWallPositions(wallPositions, posIndex, threeI, topPositions, bottomPositions);
                posIndex += 6;
                if (vertexFormat.st) {
                    wallTextures = addWallTextureCoordinates(wallTextures, stIndex, northIndex * 2, topSt);
                    stIndex += 4;
                }
                if (shadowVolume) {
                    extrudeNormalIndex += 3;
                    wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI];
                    wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1];
                    wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2];
                }
                if (computeTopOffsets) {
                    wallOffsetAttribute[wallOffsetIndex++] = 1;
                    wallOffsetIndex += 1;
                }
            }
        }

        var geo = calculateAttributesWall(wallPositions, vertexFormat, ellipsoid);

        if (vertexFormat.st) {
            geo.attributes.st = new GeometryAttribute({
                componentDatatype : ComponentDatatype.FLOAT,
                componentsPerAttribute : 2,
                values : wallTextures
            });
        }
        if (shadowVolume) {
            geo.attributes.extrudeDirection = new GeometryAttribute({
                componentDatatype : ComponentDatatype.FLOAT,
                componentsPerAttribute : 3,
                values : wallExtrudeNormals
            });
        }
        if (hasOffsets) {
            geo.attributes.applyOffset = new GeometryAttribute({
                componentDatatype : ComponentDatatype.UNSIGNED_BYTE,
                componentsPerAttribute : 1,
                values : wallOffsetAttribute
            });
        }

        var wallIndices = IndexDatatype.createTypedArray(wallCount, perimeterPositions * 6);

        var upperLeft;
        var lowerLeft;
        var lowerRight;
        var upperRight;
        length = wallPositions.length / 3;
        var index = 0;
        for (i = 0; i < length - 1; i += 2) {
            upperLeft = i;
            upperRight = (upperLeft + 2) % length;
            var p1 = Cartesian3.fromArray(wallPositions, upperLeft * 3, v1Scratch);
            var p2 = Cartesian3.fromArray(wallPositions, upperRight * 3, v2Scratch);
            if (Cartesian3.equalsEpsilon(p1, p2, CesiumMath.EPSILON10)) {
                continue;
            }
            lowerLeft = (upperLeft + 1) % length;
            lowerRight = (lowerLeft + 2) % length;
            wallIndices[index++] = upperLeft;
            wallIndices[index++] = lowerLeft;
            wallIndices[index++] = upperRight;
            wallIndices[index++] = upperRight;
            wallIndices[index++] = lowerLeft;
            wallIndices[index++] = lowerRight;
        }

        geo.indices = wallIndices;

        geo = GeometryPipeline.combineInstances([
            new GeometryInstance({
                geometry : topBottomGeo
            }),
            new GeometryInstance({
                geometry : geo
            })
        ]);

        return geo[0];
    }

    var scratchRectanglePoints = [new Cartesian3(), new Cartesian3(), new Cartesian3(), new Cartesian3()];
    var nwScratch = new Cartographic();
    var stNwScratch = new Cartographic();
    function computeRectangle(rectangle, granularity, rotation, ellipsoid, result) {
        if (rotation === 0.0) {
            return Rectangle.clone(rectangle, result);
        }

        var computedOptions = RectangleGeometryLibrary.computeOptions(rectangle, granularity, rotation, 0, rectangleScratch, nwScratch);

        var height = computedOptions.height;
        var width = computedOptions.width;

        var positions = scratchRectanglePoints;
        RectangleGeometryLibrary.computePosition(computedOptions, ellipsoid, false, 0, 0, positions[0]);
        RectangleGeometryLibrary.computePosition(computedOptions, ellipsoid, false, 0, width - 1, positions[1]);
        RectangleGeometryLibrary.computePosition(computedOptions, ellipsoid, false, height - 1, 0, positions[2]);
        RectangleGeometryLibrary.computePosition(computedOptions, ellipsoid, false, height - 1, width - 1, positions[3]);

        return Rectangle.fromCartesianArray(positions, ellipsoid, result);
    }

    /**
     * A description of a cartographic rectangle on an ellipsoid centered at the origin. Rectangle geometry can be rendered with both {@link Primitive} and {@link GroundPrimitive}.
     *
     * @alias RectangleGeometry
     * @constructor
     *
     * @param {Object} options Object with the following properties:
     * @param {Rectangle} options.rectangle A cartographic rectangle with north, south, east and west properties in radians.
     * @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
     * @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the rectangle lies.
     * @param {Number} [options.granularity=CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer.
     * @param {Number} [options.height=0.0] The distance in meters between the rectangle and the ellipsoid surface.
     * @param {Number} [options.rotation=0.0] The rotation of the rectangle, in radians. A positive rotation is counter-clockwise.
     * @param {Number} [options.stRotation=0.0] The rotation of the texture coordinates, in radians. A positive rotation is counter-clockwise.
     * @param {Number} [options.extrudedHeight] The distance in meters between the rectangle's extruded face and the ellipsoid surface.
     *
     * @exception {DeveloperError} <code>options.rectangle.north</code> must be in the interval [<code>-Pi/2</code>, <code>Pi/2</code>].
     * @exception {DeveloperError} <code>options.rectangle.south</code> must be in the interval [<code>-Pi/2</code>, <code>Pi/2</code>].
     * @exception {DeveloperError} <code>options.rectangle.east</code> must be in the interval [<code>-Pi</code>, <code>Pi</code>].
     * @exception {DeveloperError} <code>options.rectangle.west</code> must be in the interval [<code>-Pi</code>, <code>Pi</code>].
     * @exception {DeveloperError} <code>options.rectangle.north</code> must be greater than <code>options.rectangle.south</code>.
     *
     * @see RectangleGeometry#createGeometry
     *
     * @demo {@link https://sandcastle.cesium.com/index.html?src=Rectangle.html|Cesium Sandcastle Rectangle Demo}
     *
     * @example
     * // 1. create a rectangle
     * var rectangle = new Cesium.RectangleGeometry({
     *   ellipsoid : Cesium.Ellipsoid.WGS84,
     *   rectangle : Cesium.Rectangle.fromDegrees(-80.0, 39.0, -74.0, 42.0),
     *   height : 10000.0
     * });
     * var geometry = Cesium.RectangleGeometry.createGeometry(rectangle);
     *
     * // 2. create an extruded rectangle without a top
     * var rectangle = new Cesium.RectangleGeometry({
     *   ellipsoid : Cesium.Ellipsoid.WGS84,
     *   rectangle : Cesium.Rectangle.fromDegrees(-80.0, 39.0, -74.0, 42.0),
     *   height : 10000.0,
     *   extrudedHeight: 300000
     * });
     * var geometry = Cesium.RectangleGeometry.createGeometry(rectangle);
     */
    function RectangleGeometry(options) {
        options = defaultValue(options, defaultValue.EMPTY_OBJECT);

        var rectangle = options.rectangle;

        //>>includeStart('debug', pragmas.debug);
        Check.typeOf.object('rectangle', rectangle);
        Rectangle.validate(rectangle);
        if (rectangle.north < rectangle.south) {
            throw new DeveloperError('options.rectangle.north must be greater than or equal to options.rectangle.south');
        }
        //>>includeEnd('debug');

        var height = defaultValue(options.height, 0.0);
        var extrudedHeight = defaultValue(options.extrudedHeight, height);

        this._rectangle = Rectangle.clone(rectangle);
        this._granularity = defaultValue(options.granularity, CesiumMath.RADIANS_PER_DEGREE);
        this._ellipsoid = Ellipsoid.clone(defaultValue(options.ellipsoid, Ellipsoid.WGS84));
        this._surfaceHeight = Math.max(height, extrudedHeight);
        this._rotation = defaultValue(options.rotation, 0.0);
        this._stRotation = defaultValue(options.stRotation, 0.0);
        this._vertexFormat = VertexFormat.clone(defaultValue(options.vertexFormat, VertexFormat.DEFAULT));
        this._extrudedHeight = Math.min(height, extrudedHeight);
        this._shadowVolume = defaultValue(options.shadowVolume, false);
        this._workerName = 'createRectangleGeometry';
        this._offsetAttribute = options.offsetAttribute;
        this._rotatedRectangle = undefined;

        this._textureCoordinateRotationPoints = undefined;
    }

    /**
     * The number of elements used to pack the object into an array.
     * @type {Number}
     */
    RectangleGeometry.packedLength = Rectangle.packedLength + Ellipsoid.packedLength + VertexFormat.packedLength + 7;

    /**
     * Stores the provided instance into the provided array.
     *
     * @param {RectangleGeometry} value The value to pack.
     * @param {Number[]} array The array to pack into.
     * @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.
     *
     * @returns {Number[]} The array that was packed into
     */
    RectangleGeometry.pack = function(value, array, startingIndex) {
        //>>includeStart('debug', pragmas.debug);
        Check.typeOf.object('value', value);
        Check.defined('array', array);
        //>>includeEnd('debug');

        startingIndex = defaultValue(startingIndex, 0);

        Rectangle.pack(value._rectangle, array, startingIndex);
        startingIndex += Rectangle.packedLength;

        Ellipsoid.pack(value._ellipsoid, array, startingIndex);
        startingIndex += Ellipsoid.packedLength;

        VertexFormat.pack(value._vertexFormat, array, startingIndex);
        startingIndex += VertexFormat.packedLength;

        array[startingIndex++] = value._granularity;
        array[startingIndex++] = value._surfaceHeight;
        array[startingIndex++] = value._rotation;
        array[startingIndex++] = value._stRotation;
        array[startingIndex++] = value._extrudedHeight;
        array[startingIndex++] = value._shadowVolume ? 1.0 : 0.0;
        array[startingIndex] = defaultValue(value._offsetAttribute, -1);

        return array;
    };

    var scratchRectangle = new Rectangle();
    var scratchEllipsoid = Ellipsoid.clone(Ellipsoid.UNIT_SPHERE);
    var scratchOptions = {
        rectangle : scratchRectangle,
        ellipsoid : scratchEllipsoid,
        vertexFormat : scratchVertexFormat,
        granularity : undefined,
        height : undefined,
        rotation : undefined,
        stRotation : undefined,
        extrudedHeight : undefined,
        shadowVolume : undefined,
        offsetAttribute: undefined
    };

    /**
     * Retrieves an instance from a packed array.
     *
     * @param {Number[]} array The packed array.
     * @param {Number} [startingIndex=0] The starting index of the element to be unpacked.
     * @param {RectangleGeometry} [result] The object into which to store the result.
     * @returns {RectangleGeometry} The modified result parameter or a new RectangleGeometry instance if one was not provided.
     */
    RectangleGeometry.unpack = function(array, startingIndex, result) {
        //>>includeStart('debug', pragmas.debug);
        Check.defined('array', array);
        //>>includeEnd('debug');

        startingIndex = defaultValue(startingIndex, 0);

        var rectangle = Rectangle.unpack(array, startingIndex, scratchRectangle);
        startingIndex += Rectangle.packedLength;

        var ellipsoid = Ellipsoid.unpack(array, startingIndex, scratchEllipsoid);
        startingIndex += Ellipsoid.packedLength;

        var vertexFormat = VertexFormat.unpack(array, startingIndex, scratchVertexFormat);
        startingIndex += VertexFormat.packedLength;

        var granularity = array[startingIndex++];
        var surfaceHeight = array[startingIndex++];
        var rotation = array[startingIndex++];
        var stRotation = array[startingIndex++];
        var extrudedHeight = array[startingIndex++];
        var shadowVolume = array[startingIndex++] === 1.0;
        var offsetAttribute = array[startingIndex];

        if (!defined(result)) {
            scratchOptions.granularity = granularity;
            scratchOptions.height = surfaceHeight;
            scratchOptions.rotation = rotation;
            scratchOptions.stRotation = stRotation;
            scratchOptions.extrudedHeight = extrudedHeight;
            scratchOptions.shadowVolume = shadowVolume;
            scratchOptions.offsetAttribute = offsetAttribute === -1 ? undefined : offsetAttribute;

            return new RectangleGeometry(scratchOptions);
        }

        result._rectangle = Rectangle.clone(rectangle, result._rectangle);
        result._ellipsoid = Ellipsoid.clone(ellipsoid, result._ellipsoid);
        result._vertexFormat = VertexFormat.clone(vertexFormat, result._vertexFormat);
        result._granularity = granularity;
        result._surfaceHeight = surfaceHeight;
        result._rotation = rotation;
        result._stRotation = stRotation;
        result._extrudedHeight = extrudedHeight;
        result._shadowVolume = shadowVolume;
        result._offsetAttribute = offsetAttribute === -1 ? undefined : offsetAttribute;

        return result;
    };

    /**
     * Computes the bounding rectangle based on the provided options
     *
     * @param {Object} options Object with the following properties:
     * @param {Rectangle} options.rectangle A cartographic rectangle with north, south, east and west properties in radians.
     * @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the rectangle lies.
     * @param {Number} [options.granularity=CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer.
     * @param {Number} [options.rotation=0.0] The rotation of the rectangle, in radians. A positive rotation is counter-clockwise.
     * @param {Rectangle} [result] An object in which to store the result.
     *
     * @returns {Rectangle} The result rectangle
     */
    RectangleGeometry.computeRectangle = function(options, result) {
        options = defaultValue(options, defaultValue.EMPTY_OBJECT);

        var rectangle = options.rectangle;

        //>>includeStart('debug', pragmas.debug);
        Check.typeOf.object('rectangle', rectangle);
        Rectangle.validate(rectangle);
        if (rectangle.north < rectangle.south) {
            throw new DeveloperError('options.rectangle.north must be greater than or equal to options.rectangle.south');
        }
        //>>includeEnd('debug');

        var granularity = defaultValue(options.granularity, CesiumMath.RADIANS_PER_DEGREE);
        var ellipsoid = defaultValue(options.ellipsoid, Ellipsoid.WGS84);
        var rotation = defaultValue(options.rotation, 0.0);

        return computeRectangle(rectangle, granularity, rotation, ellipsoid, result);
    };

    var tangentRotationMatrixScratch = new Matrix3();
    var quaternionScratch = new Quaternion();
    var centerScratch = new Cartographic();
    /**
     * Computes the geometric representation of a rectangle, including its vertices, indices, and a bounding sphere.
     *
     * @param {RectangleGeometry} rectangleGeometry A description of the rectangle.
     * @returns {Geometry|undefined} The computed vertices and indices.
     *
     * @exception {DeveloperError} Rotated rectangle is invalid.
     */
    RectangleGeometry.createGeometry = function(rectangleGeometry) {
        if ((CesiumMath.equalsEpsilon(rectangleGeometry._rectangle.north, rectangleGeometry._rectangle.south, CesiumMath.EPSILON10) ||
             (CesiumMath.equalsEpsilon(rectangleGeometry._rectangle.east, rectangleGeometry._rectangle.west, CesiumMath.EPSILON10)))) {
            return undefined;
        }

        var rectangle = rectangleGeometry._rectangle;
        var ellipsoid = rectangleGeometry._ellipsoid;
        var rotation = rectangleGeometry._rotation;
        var stRotation = rectangleGeometry._stRotation;
        var vertexFormat = rectangleGeometry._vertexFormat;

        var computedOptions = RectangleGeometryLibrary.computeOptions(rectangle, rectangleGeometry._granularity, rotation, stRotation, rectangleScratch, nwScratch, stNwScratch);

        var tangentRotationMatrix = tangentRotationMatrixScratch;
        if (stRotation !== 0 || rotation !== 0) {
            var center = Rectangle.center(rectangle, centerScratch);
            var axis = ellipsoid.geodeticSurfaceNormalCartographic(center, v1Scratch);
            Quaternion.fromAxisAngle(axis, -stRotation, quaternionScratch);
            Matrix3.fromQuaternion(quaternionScratch, tangentRotationMatrix);
        } else {
            Matrix3.clone(Matrix3.IDENTITY, tangentRotationMatrix);
        }

        var surfaceHeight = rectangleGeometry._surfaceHeight;
        var extrudedHeight = rectangleGeometry._extrudedHeight;
        var extrude = !CesiumMath.equalsEpsilon(surfaceHeight, extrudedHeight, 0, CesiumMath.EPSILON2);

        computedOptions.lonScalar = 1.0 / rectangleGeometry._rectangle.width;
        computedOptions.latScalar = 1.0 / rectangleGeometry._rectangle.height;
        computedOptions.tangentRotationMatrix = tangentRotationMatrix;

        var geometry;
        var boundingSphere;
        rectangle = rectangleGeometry._rectangle;
        if (extrude) {
            geometry = constructExtrudedRectangle(rectangleGeometry, computedOptions);
            var topBS = BoundingSphere.fromRectangle3D(rectangle, ellipsoid, surfaceHeight, topBoundingSphere);
            var bottomBS = BoundingSphere.fromRectangle3D(rectangle, ellipsoid, extrudedHeight, bottomBoundingSphere);
            boundingSphere = BoundingSphere.union(topBS, bottomBS);
        } else {
            geometry = constructRectangle(rectangleGeometry, computedOptions);
            geometry.attributes.position.values = PolygonPipeline.scaleToGeodeticHeight(geometry.attributes.position.values, surfaceHeight, ellipsoid, false);

            if (defined(rectangleGeometry._offsetAttribute)) {
                var length = geometry.attributes.position.values.length;
                var applyOffset = new Uint8Array(length / 3);
                var offsetValue = rectangleGeometry._offsetAttribute === GeometryOffsetAttribute.NONE ? 0 : 1;
                arrayFill(applyOffset, offsetValue);
                geometry.attributes.applyOffset = new GeometryAttribute({
                    componentDatatype : ComponentDatatype.UNSIGNED_BYTE,
                    componentsPerAttribute : 1,
                    values: applyOffset
                });
            }

            boundingSphere = BoundingSphere.fromRectangle3D(rectangle, ellipsoid, surfaceHeight);
        }

        if (!vertexFormat.position) {
            delete geometry.attributes.position;
        }

        return new Geometry({
            attributes : geometry.attributes,
            indices : geometry.indices,
            primitiveType : geometry.primitiveType,
            boundingSphere : boundingSphere,
            offsetAttribute : rectangleGeometry._offsetAttribute
        });
    };

    /**
     * @private
     */
    RectangleGeometry.createShadowVolume = function(rectangleGeometry, minHeightFunc, maxHeightFunc) {
        var granularity = rectangleGeometry._granularity;
        var ellipsoid = rectangleGeometry._ellipsoid;

        var minHeight = minHeightFunc(granularity, ellipsoid);
        var maxHeight = maxHeightFunc(granularity, ellipsoid);

        return new RectangleGeometry({
            rectangle : rectangleGeometry._rectangle,
            rotation : rectangleGeometry._rotation,
            ellipsoid : ellipsoid,
            stRotation : rectangleGeometry._stRotation,
            granularity : granularity,
            extrudedHeight : maxHeight,
            height : minHeight,
            vertexFormat : VertexFormat.POSITION_ONLY,
            shadowVolume : true
        });
    };

    var unrotatedTextureRectangleScratch = new Rectangle();
    var points2DScratch = [new Cartesian2(), new Cartesian2(), new Cartesian2()];
    var rotation2DScratch = new Matrix2();
    var rectangleCenterScratch = new Cartographic();

    function textureCoordinateRotationPoints(rectangleGeometry) {
        if (rectangleGeometry._stRotation === 0.0) {
            return [0, 0, 0, 1, 1, 0];
        }

        var rectangle = Rectangle.clone(rectangleGeometry._rectangle, unrotatedTextureRectangleScratch);
        var granularity = rectangleGeometry._granularity;
        var ellipsoid = rectangleGeometry._ellipsoid;

        // Rotate to align the texture coordinates with ENU
        var rotation = rectangleGeometry._rotation - rectangleGeometry._stRotation;

        var unrotatedTextureRectangle = computeRectangle(rectangle, granularity, rotation, ellipsoid, unrotatedTextureRectangleScratch);

        // Assume a computed "east-north" texture coordinate system based on spherical or planar tricks, bounded by `boundingRectangle`.
        // The "desired" texture coordinate system forms an oriented rectangle (un-oriented computed) around the geometry that completely and tightly bounds it.
        // We want to map from the "east-north" texture coordinate system into the "desired" system using a pair of lines (analagous planes in 2D)
        // Compute 3 corners of the "desired" texture coordinate system in "east-north" texture space by the following in cartographic space:
        // - rotate 3 of the corners in unrotatedTextureRectangle by stRotation around the center of the bounding rectangle
        // - apply the "east-north" system's normalization formula to the rotated cartographics, even though this is likely to produce values outside [0-1].
        // This gives us a set of points in the "east-north" texture coordinate system that can be used to map "east-north" texture coordinates to "desired."

        var points2D = points2DScratch;
        points2D[0].x = unrotatedTextureRectangle.west;
        points2D[0].y = unrotatedTextureRectangle.south;

        points2D[1].x = unrotatedTextureRectangle.west;
        points2D[1].y = unrotatedTextureRectangle.north;

        points2D[2].x = unrotatedTextureRectangle.east;
        points2D[2].y = unrotatedTextureRectangle.south;

        var boundingRectangle = rectangleGeometry.rectangle;
        var toDesiredInComputed = Matrix2.fromRotation(rectangleGeometry._stRotation, rotation2DScratch);
        var boundingRectangleCenter = Rectangle.center(boundingRectangle, rectangleCenterScratch);

        for (var i = 0; i < 3; ++i) {
            var point2D = points2D[i];
            point2D.x -= boundingRectangleCenter.longitude;
            point2D.y -= boundingRectangleCenter.latitude;
            Matrix2.multiplyByVector(toDesiredInComputed, point2D, point2D);
            point2D.x += boundingRectangleCenter.longitude;
            point2D.y += boundingRectangleCenter.latitude;

            // Convert point into east-north texture coordinate space
            point2D.x = (point2D.x - boundingRectangle.west) / boundingRectangle.width;
            point2D.y = (point2D.y - boundingRectangle.south) / boundingRectangle.height;
        }

        var minXYCorner = points2D[0];
        var maxYCorner = points2D[1];
        var maxXCorner = points2D[2];
        var result = new Array(6);
        Cartesian2.pack(minXYCorner, result);
        Cartesian2.pack(maxYCorner, result, 2);
        Cartesian2.pack(maxXCorner, result, 4);
        return result;
    }

    defineProperties(RectangleGeometry.prototype, {
        /**
         * @private
         */
        rectangle : {
            get : function() {
                if (!defined(this._rotatedRectangle)) {
                    this._rotatedRectangle = computeRectangle(this._rectangle, this._granularity, this._rotation, this._ellipsoid);
                }
                return this._rotatedRectangle;
            }
        },
        /**
         * For remapping texture coordinates when rendering RectangleGeometries as GroundPrimitives.
         * This version permits skew in textures by computing offsets directly in cartographic space and
         * more accurately approximates rendering RectangleGeometries with height as standard Primitives.
         * @see Geometry#_textureCoordinateRotationPoints
         * @private
         */
        textureCoordinateRotationPoints : {
            get : function() {
                if (!defined(this._textureCoordinateRotationPoints)) {
                    this._textureCoordinateRotationPoints = textureCoordinateRotationPoints(this);
                }
                return this._textureCoordinateRotationPoints;
            }
        }
    });
export default RectangleGeometry;
